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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: exploding barrels
bubbazan68
General Member
Since: May 24, 2010
Posts: 62
Last: Oct 3, 2016
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Level 3
Category: CoDUO Mapping
Posted: Monday, Mar. 12, 2012 02:51 pm
ok i have a version where you can set one off but i also found this thread
http://modsonline.com/Forums-top-22347.html

any one have a tute on how to map it? i have grassy's map that has the end result and the GSC but how do you make it?
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Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
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Level 10
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Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Monday, Mar. 12, 2012 03:11 pm
What are you trying to achieve? I assume your adding an exploding barrel but i don't understand what the problem is.
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bubbazan68
General Member
Since: May 24, 2010
Posts: 62
Last: Oct 3, 2016
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Level 3
Category: CoDUO Mapping
Posted: Monday, Mar. 12, 2012 03:32 pm
what i did was make a single barrel that explodes,
i was goinf for a pile of barrels or single barrels that if you hid behind the other team could shoot the barrles and boom your dead.
i was trying to link a few barrels together so i did not have to have each one with a trigger and came across the other post,
that has a bunch together set off by the one trigger.
after reading many of grassys mini tutes
i was not sure of how to make the stuff in the map to go with the gsc he did.
he was talking about doing stuff with out a scripted trigger and by the loos of the gsc i can tell if he had an origin with each object.

so a how to like the Luramaegan Tutorial, that is no where to be found , by me any way, would be great to work off.
we are a clan group that loves COD UO and are trying to keep it alive and while i have done at least one map i am trying to get into the scripting more so i can make the map more alive
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Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
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Level 10
Forum Moderator
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Monday, Mar. 12, 2012 08:09 pm
If you want multiple barrels to explode at the same time, you can use exactly the same method as you do for the single barrel but when calling the script_models, use 'getentarray'.

They will all explode at the same time, so in essence what you are doing is making multiple barrels behave the same as a single barrel. the downside is it may look a little odd. What i would do to give it a little more realism is have a trigger, then use this trigger to explode the other barrel via a script, so you only have one trigger in the map but multiple barrels.

This would work by doing something like;
Code:
// get the trigger
trig = getent("trigger", "targetname");
// wait for it to trigger
trig waittill ("trigger",other);
// call your explode funtion
explode()


Now you can either call other functions tied to specific barrels here, or at the end of the explode function

This way each barrel would explode at a different time, you could however just use a wait command, something like

Code:
// wait 2 second before blowing barrel 2
wait(2);
explode2()
// wait 5 second before blowing barrel 3
wait(5);
explode3()


and so on...

Personally that's how i would do it, although there are different methods you may like, use which ever you prefer.

Remember each function will be for a unique barrel, so let say you have a function called 'barrel1'

Code:
barrel1() {
// the barrel
barrel1 = getent("barrel1", "targetname");
// the destroyed barrel
barrel1_d = getent("barrel1_d", "targetname");
// do the fx stuff (sounds, explosions...)
...
// hide the intact barrel
barrel1 hide();
//show the destroyed barrel
barrel1_d show();
}


Remember in your main function ( the one that handle the trigger) you will need to hide all destroyed barrels so you will also need to call there entity targetnames (using getent)
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bubbazan68
General Member
Since: May 24, 2010
Posts: 62
Last: Oct 3, 2016
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Level 3
Category: CoDUO Mapping
Posted: Monday, Mar. 12, 2012 09:19 pm
ok this is what i have

Code:
main()
{
thread barrel();
}
barrel()
{
trig = getent("Barrel_Trigger","targetname");

block = getent("barrel","targetname");

so = getent ("Barrel_so","targetname");
   barrelbefore = getent ("barrelg","targetname");
   barrelafter = getent ("barreld","targetname");
   barrelafter hide();   // no mater where i put this it still shows up and is not hidden


level._effect["fire"] = loadfx ("fx/fire/building_fire_big.efx"); 
boom = loadfx("fx/explosions/mp_bomb.efx");





while (1)

{
trig waittill ("trigger");
barrelbefore delete();  // works fine
barrelafter show();     // was never hidden
//trig waittill ("damage", idamage);//these two are what 
//if(idamage > 50)                         // it was before
			


{
playfx(boom, so.origin);


maps\mp\_fx::loopfx("fire", (so.origin), 0.6); 
sound4 = spawn("script_model", so.origin); //SPAWN A SCRIPT_MODEL TO LOOP THE FIRE SOUND AT
sound4 playloopsound("fire"); //LOOP THE ALIASED FIRE SOUND AT THE FIRE'S POSITION

 radiusDamage(so.origin+ (0,0,50), 300, 300, 300);

block moveZ (500, 1, 0, 1);
block waittill ("movedone");
wait 0.05;

block moveZ (-485, 1, 1, 0);
block waittill ("movedone");
block rotateto( (-90,20,0),0.3);
block waittill ("rotatedone");


trig delete();
}
}
}


i have a cluster of 5 barrels the others are set to
trig waittill ("damage", idamage);

and they blow fine but a few things
for the life i me i cant remember or for some reason under stand how to get all the single barrels in one GSC they use the same code just rotate and move are diferent so it looks more realistic.
and the other for whatever reason the hide is not working or not in the right spot??

edited on Mar. 12, 2012 02:19 pm by bubbazan68

and i see the code thiningy now to post code to [rocking]
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bubbazan68
General Member
Since: May 24, 2010
Posts: 62
Last: Oct 3, 2016
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Level 3
Category: CoDUO Mapping
Posted: Tuesday, Mar. 13, 2012 05:10 am
barrelbefore = getent ("barrelg","targetname");
barrelafter = getent ("barreld","targetname");
barrelafter hide();


that is for the clips since the barrel script models dont have clips.
should i not use player clip?
hide and show are not working no mater how i change them around bur deleat works fine
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Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
[view latest posts]
Level 10
Forum Moderator
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Tuesday, Mar. 13, 2012 10:42 am
What ever clip you use, you will need to turn it into a script_brushmodel so you can assign it values. Player clip will work fine, if you calling hide on a clip you wont actually see anything, are you sure it doesn't work (you wont be able to walk there)
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